Waasha Posted March 31, 2016 Share Posted March 31, 2016 Hi, I have a problem with FLIP and RBD point object collision. No matter if I select bullet or RBD solver for the collision, some of the RBD objs keep acting very weird.. I tried to increase substeps, on the RBD solver I played with different parameters, but no luck.. Any ideas? FLIP_RBD_point_collision_V01.hipnc Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted January 20, 2017 Share Posted January 20, 2017 i have the same problem, part of the solution is increasing feedbackscale in flip solver to 1 and setting flip density to a maximum of 1000 that solved many people problems but not mine... im looking for an answer to this too. Quote Link to comment Share on other sites More sharing options...
Atom Posted January 20, 2017 Share Posted January 20, 2017 (edited) Try changing your source Sphere from Primitive to Ploygon. Then under your Smoke Source for rotating velocity change the Volume Operation from Add to Minimum. When you leave operations on Add a continual acceleration occurs over time. (to me it acts more like a multiply than an add) Then you can return your Scale Velocity back to 1.0. Edited January 20, 2017 by Atom Quote Link to comment Share on other sites More sharing options...
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